Category: Feedback Everywhere

NASA has an interesting article on the fall of the Maya. NASA-sponsored authors used climate models to simulate the effects of deforestation on local conditions. The result: evidence for a positive feedback cycle of lower yields, requiring greater deforestation to increase cultivated area, causing drought and increased temperatures, further lowering yields.

A major drought occurred about the time the Maya began to disappear. And at the time of their collapse, the Maya had cut down most of the trees across large swaths of the land to clear fields for growing corn to feed their burgeoning population. They also cut trees for firewood and for making building materials.

“They had to burn 20 trees to heat the limestone for making just 1 square meter of the lime plaster they used to build their tremendous temples, reservoirs, and monuments,” explains Sever.

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“In some of the Maya city-states, mass graves have been found containing groups of skeletons with jade inlays in their teeth – something they reserved for Maya elites – perhaps in this case murdered aristocracy,” [Griffin] speculates.

No single factor brings a civilization to its knees, but the deforestation that helped bring on drought could easily have exacerbated other problems such as civil unrest, war, starvation and disease.

An SD Conference article by Tom Forest fills in some of the blanks on the other problems:

In the current model, the land sector has two variables. One is productivity, which is exhausted by people but regenerates over a period of time. The other… is Available Land. When population exceeds carrying capacity, warfare frequency and intensity increase enough to depopulate land. In the archaeological record this is reflected by the construction of walls around cities and the abandonment of farmlands outside the walls. Some land becomes unsafe to use because of conflict, which then reduces the carrying capacity and intensifies warfare. This is an archetypal death spiral. Land is eventually reoccupied, but more slowly than the abandonment. A population collapse eventually hastens the recovery of productivity, so after the brief but severe collapse growth resumes from a much lower level.

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The key dynamic is that people do not account for the future impact of their numbers on productivity, and therefore production, when they have children. Nor does death by malnutrition and starvation have an immediate effect. This leads to an overshoot, as in the Limits to Growth, but the policy response is warfare proportionate to the shortfall, which takes more land out of production and worsens the shortfall.

Put another way, in the growth phase people are in a positive-sum game. There is more to go around, more wealth to share, and population increase is unhindered by policy or production. But once the limits are reached, people are in a zero-sum game, or even slightly negative-sum. Rather than share the pain, people turn on each other to increase their personal share of a shrinking pie at the expense of others. The unintended consequence-the fatal irony-is that by doing so, the pie shrinks much faster than it would otherwise. Apocalypse is the result.

Making climate endogenous in Forest’s model would add another positive feedback loop, deepening the trap for a civilization that crosses the line from resource abundance to scarcity and degradation.

A large body of social science research has established that students tend to overestimate the amount of alcohol that their peers consume. This overestimation causes many to have misguided views about whether their own behaviour is normal and may contribute to the 1.8 million alcohol related deaths every year. Social norms interventions that provide feedback about own and peer drinking behaviours may help to address these misconceptions.

Erling Moxnes has looked at this problem from a dynamic perspective, in Moxnes, E. and L. C. Jensen (in press). “Drunker than intended; misperceptions and information treatments.” Drug and Alcohol Dependence. From an earlier Athens SD conference paper,

Overshooting alcohol intoxication, an experimental study of one cause and two cures

Juveniles becoming overly intoxicated by alcohol is a widespread problem with consequences ranging from hangovers to deaths. Information campaigns to reduce this problem have not been very successful. Here we use a laboratory experiment with high school students to test the hypothesis that overshooting intoxication can follow from a misperception of the delay in alcohol absorption caused by the stomach. Using simulators with a short and a long delay, we find that the longer delay causes a severe overshoot in the blood alcohol concentration. Behaviour is well explained by a simple feedback strategy. Verbal information about the delay does not lead to a significant reduction of the overshoot, while a pre test mouse-simulator experience removes the overshoot. The latter policy helps juveniles lessen undesired consequences of drinking while preserving the perceived positive effects. The next step should be an investigation of simulator experience on real drinking behaviour.

Just about any road with a loose surface ’” sand or gravel or snow ’” develops ripples that make driving a very shaky experience. A team of physicists from Canada, France and the United Kingdom have recreated this “washboard” phenomenon in the lab with surprising results: ripples appear even when the springy suspension of the car and the rolling shape of the wheel are eliminated. The discovery may smooth the way to designing improved suspension systems that eliminate the bumpy ride.

“The hopping of the wheel over the ripples turns out to be mathematically similar to skipping a stone over water,” says University of Toronto physicist, Stephen Morris, a member of the research team.

“To understand the washboard road effect, we tried to find the simplest instance of it, he explains. We built lab experiments in which we replaced the wheel with a suspension rolling over a road with a simple inclined plow blade, without any spring or suspension, dragging over a bed of dry sand. Ripples appear when the plow moves above a certain threshold speed.”

“We analyzed this threshold speed theoretically and found a connection to the physics of stone skipping. A skipping stone needs to go above a specific speed in order to develop enough force to be thrown off the surface of the water. A washboarding plow is quite similar; the main difference is that the sandy surface “remembers” its shape on later passes of the blade, amplifying the effect.”